How can I work on implimenting an Encapsulation system

– Struct.Luau
local function deepClone(t)
local copy = {}
for k, v in pairs(t) do
if type(v) == “table” then
copy[k] = deepClone(v) – Ensure deep copying of tables
else
copy[k] = v
end
end
return copy
end

return function(fields: T)
return function(…): T
local struct = deepClone(fields) – Copy fields as base
local args = {…}
local def = args[1]

	-- If a constructor exists, call it
	if struct.constructor then
		struct:constructor(...)
	elseif def then
		for k, v in pairs(def) do
			struct[k] = v
		end
	end

	-- Mixin behavior
	local traits = struct.use
	if traits then
		for _, trait in ipairs(traits) do
			for k, v in pairs(deepClone(trait)) do -- Clone to prevent shared state issues
				if struct[k] == nil then
					struct[k] = v
				end
			end
		end
	end

	-- Inheritance handling
	local inheritfrom = struct.super and deepClone(struct.super) or {}
	for k, v in pairs(inheritfrom) do
		if struct[k] == nil then 
			struct[k] = v
		end
	end

	-- Make struct immutable to prevent accidental changes
	return setmetatable({}, {
		__index = struct,
	}) 
	
end, fields

end

– Simple.luau
–!strict
local Struct = require(game.ServerScriptService.Struct)

– Movable Trait
local Movable = {
x = 0;
y = 0;

move = function(self: Movable, x: number, y: number)
	self.x = self.x + x
	self.y = self.y + y
	print("Object moved to (" .. tostring(self.x) .. ", " .. tostring(self.y) .. ")")
end,

moveto = function(self: Movable, x: number, y: number)
	self:move(x, y)
end,

}

– Attackable Trait
local Attackable = {
name = “”;

attack = function(self: Attackable, target: {name: string})
	print(self.name .. " attacks " .. tostring(target.name) .. "!")
end,

}

– Entaty to Test
local Entity = Struct{
use = { Movable, Attackable },

name = "Unknown",
x = 0,
y = 0,


move = function(self: Entity, x: number, y: number)
	self.x = self.x + x
	self.y = self.y + y
	print(self.name .. " moved to (" .. tostring(self.x) .. ", " .. tostring(self.y) .. ")")
end,

}

– Main Execution
if true then
local player: Entity= Entity{
name = “Hero”,
x = 10,
y = 5
}:: Entity

player:move(5, -3)
player:attack{ name = "Goblin" }
player:moveto(-10, 8)

end

– Object Type
type Movable = typeof(Movable)
type Attackable = typeof(Attackable)
type Entity = typeof(Entity()) & Attackable & Movable

I am trying to create a system of encapsulation, for a struct but the type system is not reutrning key important areas. specificaly no return values for inherited behavior through the mixin system or the super system. I am also looking into having the system also look for _[field] to remove them from the interface. Finaly I want to remove the super and use fields from the struct interface.

I think type functions could solve this but I am having issues with it. So if anyone can help it would be greatly appreciate. :slight_smile:

My goal


– Main Execution
if true then
local player: Entity= Entity{
name = “Hero”,
x = 10,
y = 5
}

player:move(5, -3)
player:attack{ name = "Goblin" }
player:moveto(-10, 8)

end

– Object Type
type Movable = typeof(Movable)
type Attackable = typeof(Attackable)
type Entity = typeof(Entity())


Without erroring.